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	<title>Comments for Rocket 5 Studios</title>
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	<link>http://www.rocket5studios.com</link>
	<description>indie games for iPhone and iPad</description>
	<lastBuildDate>Mon, 06 Feb 2012 18:37:00 +0000</lastBuildDate>
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		<title>Comment on Make A 2D Game With Unity3D Using Only Free Tools Part 3 by Tim Miller</title>
		<link>http://www.rocket5studios.com/tutorials/make-a-2d-game-with-unity3d-using-only-free-tools-part-3/comment-page-1/#comment-319</link>
		<dc:creator>Tim Miller</dc:creator>
		<pubDate>Mon, 06 Feb 2012 18:37:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rocket5studios.com/?p=1019#comment-319</guid>
		<description>Hi Chris, I&#039;m glad to hear you figured out the answer to your question!</description>
		<content:encoded><![CDATA[<p>Hi Chris, I&#8217;m glad to hear you figured out the answer to your question!</p>
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		<title>Comment on Make A 2D Game With Unity3D Using Only Free Tools Part 3 by Chris</title>
		<link>http://www.rocket5studios.com/tutorials/make-a-2d-game-with-unity3d-using-only-free-tools-part-3/comment-page-1/#comment-318</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Sun, 05 Feb 2012 09:20:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rocket5studios.com/?p=1019#comment-318</guid>
		<description>I went further on my testing.
Now I understand why &quot;OnTriggerStay&quot; affects the player :

// if the player is at the top of the ladder, then snap her to the top
            if ((thisTransform.position.y + xa.playerHitboxY) &gt;= (ladderHitbox.y + other.transform.position.y) &amp;&amp; xa.isUp)
            {
                xa.blockedUp = true;
                xa.glx = thisTransform.position;
                xa.glx.y = (ladderHitbox.y + other.transform.position.y) - xa.playerHitboxY;
                thisTransform.position = xa.glx;
            }


This is changing the thisTransform.position, and the line created by Physics.raycast is at z = 0, and the brick collider is found.


My question is then why do we need this ?
I mean why  thisTransform.position == 0 and not -1 as we wrote ??

And so the line is drawn at z = 0 + 1 = 1 and not -1 + 1 = 0
(see the sceenshot)

anyway, it is now to specific to your code, I have my answer : the raycast works well, it is just a problem of placing the vector.
I changed the z scale of the brick collider and it works as I expect.


</description>
		<content:encoded><![CDATA[<p>I went further on my testing.<br />
Now I understand why &#8220;OnTriggerStay&#8221; affects the player :</p>
<p>// if the player is at the top of the ladder, then snap her to the top<br />
            if ((thisTransform.position.y + xa.playerHitboxY) &gt;= (ladderHitbox.y + other.transform.position.y) &amp;&amp; xa.isUp)<br />
            {<br />
                xa.blockedUp = true;<br />
                xa.glx = thisTransform.position;<br />
                xa.glx.y = (ladderHitbox.y + other.transform.position.y) &#8211; xa.playerHitboxY;<br />
                thisTransform.position = xa.glx;<br />
            }</p>
<p>This is changing the thisTransform.position, and the line created by Physics.raycast is at z = 0, and the brick collider is found.</p>
<p>My question is then why do we need this ?<br />
I mean why  thisTransform.position == 0 and not -1 as we wrote ??</p>
<p>And so the line is drawn at z = 0 + 1 = 1 and not -1 + 1 = 0<br />
(see the sceenshot)</p>
<p>anyway, it is now to specific to your code, I have my answer : the raycast works well, it is just a problem of placing the vector.<br />
I changed the z scale of the brick collider and it works as I expect.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Make A 2D Game With Unity3D Using Only Free Tools Part 3 by Chris</title>
		<link>http://www.rocket5studios.com/tutorials/make-a-2d-game-with-unity3d-using-only-free-tools-part-3/comment-page-1/#comment-317</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Fri, 03 Feb 2012 18:17:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rocket5studios.com/?p=1019#comment-317</guid>
		<description>Hi Tim

Thank you for these awesome tutorials, they help me a lot to learn Unity basics.
I have a question about the scripts, and I just cannot understand without any help.

I want the player to be blocked by the brick when she walks on the ground.
Exactly the same way she is blocked when she is on a ladder, and there is a brick on either the left or the right.

Therefore I added a Cube, added it a BoxCollider like the rope or the ladder, next to my brick. The only difference is that I leave the Tag to &quot;untagged&quot;.

What I don&#039;t understand is why &quot;Physics.raycast&quot; return false inside &#039;UpdateRaycasts()&#039; 

here : 

if (Physics.Raycast(new Vector3(thisTransform.position.x,thisTransform.position.y+0.3f,thisTransform.position.z+1f), Vector3.right, rayBlockedDistX, groundMask) &#124;&#124; Physics.Raycast(new Vector3(thisTransform.position.x,thisTransform.position.y-0.4f,thisTransform.position.z+1f), Vector3.right, rayBlockedDistX, groundMask))
        {
            xa.blockedRight = true;
        }


And if I turn the tag to &quot;Ladder&quot;, I returns true !! (and act as I expect)

The only CompareTag I found is inside &quot;void OnTriggerStay(Collider other)&quot;
I can&#039;t understand the link, and I&#039;m sure I miss something fundamental.


 </description>
		<content:encoded><![CDATA[<p>Hi Tim</p>
<p>Thank you for these awesome tutorials, they help me a lot to learn Unity basics.<br />
I have a question about the scripts, and I just cannot understand without any help.</p>
<p>I want the player to be blocked by the brick when she walks on the ground.<br />
Exactly the same way she is blocked when she is on a ladder, and there is a brick on either the left or the right.</p>
<p>Therefore I added a Cube, added it a BoxCollider like the rope or the ladder, next to my brick. The only difference is that I leave the Tag to &#8220;untagged&#8221;.</p>
<p>What I don&#8217;t understand is why &#8220;Physics.raycast&#8221; return false inside &#8216;UpdateRaycasts()&#8217; </p>
<p>here : </p>
<p>if (Physics.Raycast(new Vector3(thisTransform.position.x,thisTransform.position.y+0.3f,thisTransform.position.z+1f), Vector3.right, rayBlockedDistX, groundMask) || Physics.Raycast(new Vector3(thisTransform.position.x,thisTransform.position.y-0.4f,thisTransform.position.z+1f), Vector3.right, rayBlockedDistX, groundMask))<br />
        {<br />
            xa.blockedRight = true;<br />
        }</p>
<p>And if I turn the tag to &#8220;Ladder&#8221;, I returns true !! (and act as I expect)</p>
<p>The only CompareTag I found is inside &#8220;void OnTriggerStay(Collider other)&#8221;<br />
I can&#8217;t understand the link, and I&#8217;m sure I miss something fundamental.</p>
<p> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Make A 2D Game with Unity3D Using Only Free Tools Part 2 by Marvin Sorensen</title>
		<link>http://www.rocket5studios.com/tutorials/make-a-2d-game-with-unity3d-using-only-free-tools-part-2/comment-page-1/#comment-316</link>
		<dc:creator>Marvin Sorensen</dc:creator>
		<pubDate>Thu, 02 Feb 2012 23:29:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rocket5studios.com/?p=947#comment-316</guid>
		<description>I saw this same issue when I was working through the tutorial. It was even worse when I was using 3.5.0b6 which is the BETA developer preview. The duplicated blocks would warp to new positions and would lose the sprite container reference(it would set it to be the whole sprite atlas). When duplicating the prefab bricks Unity was also doubling up on the names, so you would get several like brick-1, brick-1, brick-1. I didn&#039;t think this was a big deal thinking that each one would have a separate identifier, but there is a huge difference in the stable version(no duplicate brick names). The obvious first step was to roll back to the latest stable version of Unity 3.4.2. Rebuilding the level in this version solved most of the problems. I still saw one or two objects moving to old locations, once with a brick, and once with a ladder. I could trigger it by hitting the play button, which I would then notice the moved brick. Then back in the scene view I could move it back and then not duplicate it again. I&#039;m not sure what would help to identify any possible issues, and I don&#039;t mean specific to your code. It could be Unity has some issue or bug.</description>
		<content:encoded><![CDATA[<p>I saw this same issue when I was working through the tutorial. It was even worse when I was using 3.5.0b6 which is the BETA developer preview. The duplicated blocks would warp to new positions and would lose the sprite container reference(it would set it to be the whole sprite atlas). When duplicating the prefab bricks Unity was also doubling up on the names, so you would get several like brick-1, brick-1, brick-1. I didn&#8217;t think this was a big deal thinking that each one would have a separate identifier, but there is a huge difference in the stable version(no duplicate brick names). The obvious first step was to roll back to the latest stable version of Unity 3.4.2. Rebuilding the level in this version solved most of the problems. I still saw one or two objects moving to old locations, once with a brick, and once with a ladder. I could trigger it by hitting the play button, which I would then notice the moved brick. Then back in the scene view I could move it back and then not duplicate it again. I&#8217;m not sure what would help to identify any possible issues, and I don&#8217;t mean specific to your code. It could be Unity has some issue or bug.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Make A 2D Game with Unity3D Using Only Free Tools Part 2 by Marvin Sorensen</title>
		<link>http://www.rocket5studios.com/tutorials/make-a-2d-game-with-unity3d-using-only-free-tools-part-2/comment-page-1/#comment-315</link>
		<dc:creator>Marvin Sorensen</dc:creator>
		<pubDate>Wed, 01 Feb 2012 22:20:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rocket5studios.com/?p=947#comment-315</guid>
		<description>Ok, setting the Framesets to 3 solved it for me( I don&#039;t know how I missed this last night. :-D). The order of doing that step was throwing me off I think. I kept trying to drag the level container over to the Inspector window, but without the framesets there was nothing for it to attach to. Thank you for the quick reponse.</description>
		<content:encoded><![CDATA[<p>Ok, setting the Framesets to 3 solved it for me( I don&#8217;t know how I missed this last night. <img src='http://www.rocket5studios.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley' /> ). The order of doing that step was throwing me off I think. I kept trying to drag the level container over to the Inspector window, but without the framesets there was nothing for it to attach to. Thank you for the quick reponse.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Make A 2D Game with Unity3D Using Only Free Tools Part 2 by Tim Miller</title>
		<link>http://www.rocket5studios.com/tutorials/make-a-2d-game-with-unity3d-using-only-free-tools-part-2/comment-page-1/#comment-314</link>
		<dc:creator>Tim Miller</dc:creator>
		<pubDate>Wed, 01 Feb 2012 16:20:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rocket5studios.com/?p=947#comment-314</guid>
		<description>Framesets is an array which defaults to 0 (zero), you need to set that number to the number of frames in your animation.  In this case, you should set it to 3 and then you&#039;ll see all of the other options open up.

After that you should be able to follow all the steps under &quot;Making An Animated Brick Tile&quot; so that your settings match those in the image.</description>
		<content:encoded><![CDATA[<p>Framesets is an array which defaults to 0 (zero), you need to set that number to the number of frames in your animation.  In this case, you should set it to 3 and then you&#8217;ll see all of the other options open up.</p>
<p>After that you should be able to follow all the steps under &#8220;Making An Animated Brick Tile&#8221; so that your settings match those in the image.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Make A 2D Game with Unity3D Using Only Free Tools Part 2 by Unitynewbie</title>
		<link>http://www.rocket5studios.com/tutorials/make-a-2d-game-with-unity3d-using-only-free-tools-part-2/comment-page-1/#comment-313</link>
		<dc:creator>Unitynewbie</dc:creator>
		<pubDate>Wed, 01 Feb 2012 15:45:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rocket5studios.com/?p=947#comment-313</guid>
		<description>Hi, i too am experiencing this problem. When trying to make the Brick tile - &quot;Making An Animated Brick Tile&quot; - virtually none of the settings and values that appear on the &#039;2dGamePt2-LevelAnimation.png&#039; are present. 

I&#039;ve gone back over the texturepacker procedure five times with a fine toothed comb now, and i&#039;m pretty sure i haven&#039;t missed anything out...

has something changed in the core or any of the peripheral software components since this was published? it most definitely is not working at the moment.</description>
		<content:encoded><![CDATA[<p>Hi, i too am experiencing this problem. When trying to make the Brick tile &#8211; &#8220;Making An Animated Brick Tile&#8221; &#8211; virtually none of the settings and values that appear on the &#8217;2dGamePt2-LevelAnimation.png&#8217; are present. </p>
<p>I&#8217;ve gone back over the texturepacker procedure five times with a fine toothed comb now, and i&#8217;m pretty sure i haven&#8217;t missed anything out&#8230;</p>
<p>has something changed in the core or any of the peripheral software components since this was published? it most definitely is not working at the moment.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Make A 2D Game with Unity3D Using Only Free Tools Part 2 by Tim Miller</title>
		<link>http://www.rocket5studios.com/tutorials/make-a-2d-game-with-unity3d-using-only-free-tools-part-2/comment-page-1/#comment-312</link>
		<dc:creator>Tim Miller</dc:creator>
		<pubDate>Wed, 01 Feb 2012 15:17:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rocket5studios.com/?p=947#comment-312</guid>
		<description>Hey Marvin.  I added a response above under Necrocyber&#039;s original question above.</description>
		<content:encoded><![CDATA[<p>Hey Marvin.  I added a response above under Necrocyber&#8217;s original question above.</p>
]]></content:encoded>
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